mirror of
https://github.com/LearnOpenGL-CN/LearnOpenGL-CN.git
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Testing
This commit is contained in:
@@ -1,10 +1,12 @@
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>JoeyDeVries<EFBFBD><EFBFBD><EFBFBD><EFBFBD>[Django](http://bullteacher.com/20-mesh.html)<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>[http://learnopengl.com](http://learnopengl.com/)
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本文作者JoeyDeVries,由[Django](http://bullteacher.com/20-mesh.html)翻译自[http://learnopengl.com](http://learnopengl.com/)
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ʹ<EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD>Ѷ<EFBFBD><EFBFBD>ֲ<EFBFBD>ͬ<EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD>ģ<EFBFBD>ͼ<EFBFBD><EFBFBD>ص<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룬<EFBFBD><EFBFBD><EFBFBD>ǾͶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ΪAssimp<EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݽṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>յ<EFBFBD><EFBFBD>뷨<EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>ΪOpenGL<EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD>塣<EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD>Ľ̳<EFBFBD><EFBFBD>˽<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ɻ<EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD>壬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǾͶ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ࡣ
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# Assimp
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰһ<EFBFBD><EFBFBD>Ŀǰѧ<EFBFBD><EFBFBD>֪ʶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫһ<EFBFBD>鶥<EFBFBD>㣬ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҲӦ<EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>diffuse/specular map<61><70><EFBFBD><EFBFBD>ʽ<EFBFBD><CABD><EFBFBD>ֵIJ<D6B5><C4B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD>
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使用Assimp可以把多种不同格式的模型加载到程序里,但是一旦载入,它们就都被储存为Assimp自己的数据结构。我们最终的想法是把这些数据转变为OpenGL可读的数据,用来渲染物体。我们从前面的教程了解到,一个网格代表一个可绘制实体,现在我们就定义一个自己的网格类。
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Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>OpenGL<EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>㣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:
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先来复习一点目前学到知识,考虑一个网格最少需要哪些数据。一个网格应该至少需要一组顶点,每个顶点包含一个位置向量,一个法线向量,一个纹理坐标向量。一个网格也应该包含一个索引绘制用的索引,以纹理(diffuse/specular map)形式表现的材质数据。
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为了在OpenGL中定义一个顶点,现在我们设置有最少需求一个网格类:
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```c++
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@@ -15,7 +17,7 @@ struct Vertex
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glm::vec2 TexCoords;
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};
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```
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<EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>浽һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Vertex<EFBFBD>Ľṹ<EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Vertex<EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD>⣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>֯<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>Texture<EFBFBD>ṹ<EFBFBD>壺
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我们把每个需要的向量储存到一个叫做Vertex的结构体中,它被用来索引每个顶点属性。另外除了Vertex结构体外,我们也希望组织纹理数据,所以我们定义一个Texture结构体:
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```c++
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@@ -25,9 +27,9 @@ struct Texture
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String type;
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};
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```
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<EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>id<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>diffuse<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>specular<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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我们储存纹理的id和它的类型,比如diffuse纹理或者specular纹理。
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֪<EFBFBD><EFBFBD><EFBFBD>˶<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD><EFBFBD>Կ<EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ľṹ<EFBFBD><EFBFBD>
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知道了顶点和纹理的实际表达,我们可以开始定义网格类的结构:
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```c++
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@@ -45,9 +47,9 @@ private:
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void setupMesh();
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}
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```
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>㶼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>췽<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>dz<EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD><EFBFBD><EFBFBD>setupMesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>塣<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>Draw<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ע<EFBFBD>⣬<EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>shader<EFBFBD><EFBFBD><EFBFBD>ݸ<EFBFBD>Draw<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>shader<EFBFBD><EFBFBD><EFBFBD>ݸ<EFBFBD>mesh<EFBFBD><EFBFBD><EFBFBD>ڻ<EFBFBD><EFBFBD><EFBFBD>֮ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD><EFBFBD>uniform<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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如你所见这个类一点都不复杂,构造方法里我们初始化网格所有必须数据。在setupMesh函数里初始化缓冲。最后通过Draw函数绘制网格。注意,我们把shader传递给Draw函数。通过把shader传递给mesh,在绘制之前我们设置几个uniform(就像链接采样器到纹理单元)。
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<EFBFBD><EFBFBD><EFBFBD>캯<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݷdz<EFBFBD>ֱ<EFBFBD>ӡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĺ<EFBFBD><EFBFBD>б<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>õ<EFBFBD><EFBFBD>ǹ<EFBFBD><EFBFBD>캯<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>IJ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹ<EFBFBD><EFBFBD>캯<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>setupMesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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构造函数的内容非常直接。我们简单设置类的公有变量,使用的是构造函数相应的参数。我们在构造函数中也调用setupMesh函数:
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```c++
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@@ -60,13 +62,13 @@ Mesh(vector<Vertex> vertices, vector<GLuint> indices, vector<Texture> textures)
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this->setupMesh();
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}
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```
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ûʲô<EFBFBD>ر<EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>о<EFBFBD>һ<EFBFBD><EFBFBD>setupMesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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这里没什么特别的,现在让我们研究一下setupMesh函数。
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##<EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD>
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##初始化
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD>л<EFBFBD><EFBFBD><EFBFBD>캯<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȷʵ<EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD>ú<EFBFBD><EFBFBD>ʵĻ<EFBFBD><EFBFBD>壬ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>루vertex attribute pointers<72><73><EFBFBD><EFBFBD><EFBFBD>嶥<EFBFBD><E5B6A5><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>layout<75><74><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD>Щ<EFBFBD><D0A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϥ<EFBFBD><CFA4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˽ṹ<CBBD><E1B9B9><EFBFBD><EFBFBD>ʹ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD><DDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е㲻һ<E3B2BB><D2BB><EFBFBD><EFBFBD>
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现在我们有一大列的网格数据可用于渲染,这要感谢构造函数。我们确实需要设置合适的缓冲,通过顶点属性指针(vertex attribute pointers)定义顶点着色器layout。现在你应该对这些概念很熟悉,但是我们我们通过介绍了结构体中使用顶点数据,所以稍微有点不一样:
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```c++
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@@ -102,9 +104,9 @@ void setupMesh()
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glBindVertexArray(0);
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}
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```
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ûʲô<EFBFBD>ر<EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>ĵط<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Vertex<EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD>İ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һЩС<EFBFBD><EFBFBD>Ϸ<EFBFBD><EFBFBD>
|
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如你所想代码没什么特别不同的地方,在Vertex结构体的帮助下有了一些小把戏。
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C++<EFBFBD>Ľṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԣ<EFBFBD><EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ýṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṹ<EFBFBD><EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͻ<EFBFBD>ֱ<EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>Ϊһ<EFBFBD><EFBFBD>float<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>byte<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>飬<EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>黺<EFBFBD>壨array buffer<65><72><EFBFBD><EFBFBD><EFBFBD>ˡ<EFBFBD><CBA1><EFBFBD><EFBFBD>磬<EFBFBD><E7A3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>Vertex<65>ṹ<EFBFBD>壬<EFBFBD><E5A3AC><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4>е<EFBFBD><D0B5>Ų<EFBFBD><C5B2><EFBFBD><EFBFBD>ڣ<EFBFBD>
|
||||
C++的结构体有一个重要的属性,那就是在内存中它们是连续的。如果我们用结构体表示一列数据,这个结构体只包含结构体的连续的变量,它就会直接转变为一个float(实际上是byte)数组,我们就能用于一个数组缓冲(array buffer)中了。比如,如果我们填充一个Vertex结构体,它在内存中的排布等于:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -114,33 +116,33 @@ vertex.Normal = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
vertex.TexCoords = glm::vec2(1.0f, 0.0f);
|
||||
// = [0.2f, 0.4f, 0.6f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f];
|
||||
```
|
||||
<EFBFBD><EFBFBD>л<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD>Ӱ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݵ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Vertex<EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>봫<EFBFBD>ݹ<EFBFBD>ȥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǻᷭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>glBufferData<EFBFBD><EFBFBD><EFBFBD>õIJ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
感谢这个有用的特性,我们能直接把一个作为缓冲数据的一大列Vertex结构体的指针传递过去,它们会翻译成glBufferData能用的参数:
|
||||
|
||||
|
||||
```c++
|
||||
glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(Vertex),
|
||||
&this->vertices[0], GL_STATIC_DRAW);
|
||||
```
|
||||
<EFBFBD><EFBFBD>Ȼ<EFBFBD>أ<EFBFBD>sizeof<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD>ڽṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>͵Ĵ<EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>32<EFBFBD>ֽڣ<EFBFBD>8float * 4<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
自然地,sizeof函数也可以使用于结构体来计算字节类型的大小。它应该是32字节(8float * 4)。
|
||||
|
||||
һ<EFBFBD><EFBFBD>Ԥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>offsetof(s, m)<29>ѽṹ<D1BD><E1B9B9><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD>ĵ<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṹ<EFBFBD><E1B9B9><EFBFBD><EFBFBD><EFBFBD>ֵı<D6B5><C4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǽṹ<C7BD><E1B9B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>;<EFBFBD><CDBE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽṹ<D3BD>忪ʼ<E5BFAA><CABC><EFBFBD>ֽ<EFBFBD>ƫ<EFBFBD><C6AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>offset<65><74><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڶ<EFBFBD><DAB6><EFBFBD>glVertexAttribPointer<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><EFBFBD><EFBFBD>ܺã<EFBFBD>
|
||||
一个预处理指令叫做offsetof(s, m)把结构体作为它的第一个参数,第二个参数是这个结构体名字的变量。这是结构体另外的一个重要用途。函数返回这个变量从结构体开始的字节偏移量(offset)。这对于定义glVertexAttribPointer函数偏移量参数效果很好:
|
||||
|
||||
|
||||
```c++
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
(GLvoid*)offsetof(Vertex, Normal));
|
||||
```
|
||||
ƫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD>offsetof<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>÷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֽ<EFBFBD>ƫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֽ<EFBFBD>ƫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>3float<EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>12<EFBFBD>ֽڣ<EFBFBD>һ<EFBFBD><EFBFBD>floatռ4<EFBFBD>ֽڣ<EFBFBD><EFBFBD><EFBFBD>ע<EFBFBD>⣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ò<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Vertex<EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD>С<EFBFBD><EFBFBD>
|
||||
偏移量现在使用offsetof函数定义了,在这个例子里,设置法线向量的字节偏移量等于法线向量在结构体的字节偏移量,它是3float,也就是12字节(一个float占4字节)。注意,我们同样设置步长参数等于Vertex结构体的大小。
|
||||
|
||||
ʹ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ľṹ<EFBFBD>壬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṩ<EFBFBD>ɶ<EFBFBD><EFBFBD>Ը<EFBFBD><EFBFBD>ߵĴ<EFBFBD><EFBFBD><EFBFBD>ͬʱҲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɵ<EFBFBD><EFBFBD><EFBFBD>չ<EFBFBD>ṹ<EFBFBD>塣<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD>չ<EFBFBD>ԣ<EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD>벻<EFBFBD>ᱻ<EFBFBD>ƻ<EFBFBD><EFBFBD><EFBFBD>
|
||||
使用一个像这样的结构体,不仅能提供可读性更高的代码同时也是我们可以轻松的扩展结构体。如果我们想要增加另一个顶点属性,我们把它可以简单的添加到结构体中,由于它的可扩展性,渲染代码不会被破坏。
|
||||
|
||||
|
||||
|
||||
##<EFBFBD><EFBFBD>Ⱦ
|
||||
##渲染
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҪΪMesh<EFBFBD>ඨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Draw<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>glDrawElements<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD>һ<EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD>֪<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʲô<EFBFBD><EFBFBD><EFBFBD>͵ģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>±<EFBFBD><EFBFBD>ú<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԫ<EFBFBD>Ͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>أ<EFBFBD>
|
||||
我们需要为Mesh类定义的最后一个函数,是它的Draw函数。在真正渲染前我们希望绑定合适的纹理,然后调用glDrawElements。可因为我们从一开始不知道这个网格有多少纹理以及它们应该是什么类型的,所以这件事变得很困难。所以我们该怎样在着色器中设置纹理单元和采样器呢?
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>⣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD>diffuse<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊtexture_diffuseN,ÿ<EFBFBD><EFBFBD>specular<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ñ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊtexture_specularN.N<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>1<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ֮<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>3<EFBFBD><EFBFBD>diffuse<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>2<EFBFBD><EFBFBD>specular<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD>
|
||||
解决这个问题,我们需要假设一个特定的名称惯例:每个diffuse纹理被命名为texture_diffuseN,每个specular纹理应该被命名为texture_specularN.N是一个从1到纹理才抢其允许使用的最大值之间的数。可以说,在一个网格中我们有3个diffuse纹理和2个specular纹理,它们的纹理采样器应该这样被调用:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -150,10 +152,10 @@ uniform sampler2D texture_diffuse3;
|
||||
uniform sampler2D texture_specular1;
|
||||
uniform sampler2D texture_specular2;
|
||||
```
|
||||
ʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD>ô<EFBFBD>ࣩ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD>֪<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʲô<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD>κ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵIJ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD>ʹ<EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٵĻ<EFBFBD><EFBFBD>ͻ<EFBFBD><EFBFBD>е<EFBFBD><EFBFBD>˷Ѱ<EFBFBD>uniform<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˣ<EFBFBD><EFBFBD><EFBFBD>
|
||||
使用这样的惯例,我们能定义我们在着色器中需要的纹理采样器的数量。如果一个网格真的有(这么多)纹理,我们就知道它们的名字应该是什么。这个惯例也使我们能够处理一个网格上的任何数量的纹理,通过定义合适的采样器开发者可以自由使用希望使用的数量(虽然定义少的话就会有点浪费绑定和uniform调用了)。
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>кܶͬ<EFBFBD>Ľ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>㲻ϲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD>ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><EFBFBD>ƴ<EFBFBD><EFBFBD>룺
|
||||
像这样的问题有很多不同的解决方案,如果你不喜欢这个方案,你可以自己创造一个你自己的方案。
|
||||
最后的绘制代码:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -185,9 +187,9 @@ void Draw(Shader shader)
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
```
|
||||
<EFBFBD>ⲻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ư<EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD><EFBFBD>룬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>C++ת<><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>ij<EFBFBD>ª<EFBFBD><C2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>intתstringʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȼ<EFBFBD><EFBFBD><EFBFBD>N-Ԫ<><D4AA>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD>ʵ<EFBFBD>uniform<72><6D><EFBFBD><EFBFBD>Ȼ<EFBFBD><C8BB><EFBFBD><EFBFBD><EFBFBD>Һ<EFBFBD><D2BA>ʵIJ<CAB5><C4B2><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ã<EFBFBD><C3A3><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>ֵ<EFBFBD><D6B5>Ӧ<EFBFBD><D3A6>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԫ<EFBFBD><D4AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><D2B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>Draw<61><77><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>shader<65><72>ԭ<EFBFBD><D4AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӡ<EFBFBD>material.<2E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>uniform<72><6D><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽṹ<CABD>壨<EFBFBD><E5A3A8><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF>ʵ<EFBFBD><CAB5>Ҳ<EFBFBD><D2B2><EFBFBD><EFBFBD><EFBFBD>в<EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD>
|
||||
这不是最漂亮的代码,但是这主要归咎于C++转换类型时的丑陋,比如int转string时。我们首先计算N-元素每个纹理类型,把它链接到纹理类型字符串来获取合适的uniform名。然后查找合适的采样器位置,给它位置值对应当前激活纹理单元,绑定纹理。这也是我们需要在Draw方法是用shader的原因。我们添加”material.”到作为结果的uniform名,因为我们通常把纹理储存进材质结构体(对于每个实现也许会有不同)。
|
||||
|
||||
ע<EFBFBD>⣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>diffuse<EFBFBD><EFBFBD>specular<EFBFBD><EFBFBD><EFBFBD>ݵ<EFBFBD><EFBFBD>ַ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>stringstream<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӣ<EFBFBD><EFBFBD><EFBFBD>C++<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>++<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><C8BB><EFBFBD><EFBFBD>1<EFBFBD><31><EFBFBD><EFBFBD>++<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȼ<EFBFBD>1<EFBFBD>ٷ<EFBFBD><D9B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><C7B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFA3AC><EFBFBD><EFBFBD><EFBFBD>ȴ<EFBFBD><C8B4><EFBFBD>ԭ<EFBFBD><D4AD><EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><C8BB><EFBFBD>ټ<EFBFBD>1<EFBFBD><31><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7>
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD>Mesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD>롣
|
||||
注意,当我们把diffuse和specular传递到字符串流(stringstream)的时候,计数器会增加,在C++自增叫做:变量++,它会先返回自身然后加1,而++变量,先加1再返回自身,我们的例子里,我们先传递原来的计数器值到字符串流,然后再加1,下一轮生效。
|
||||
你可以从这里得到Mesh类的源码。
|
||||
|
||||
Mesh<EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD>Ľ̳<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵ĺܶ<EFBFBD><EFBFBD><EFBFBD>ĵļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ľ̳<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǻᴴ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ģ<EFBFBD>ͣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˷Ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD>Assimp<EFBFBD>ļ<EFBFBD><EFBFBD>ؽӿڡ<EFBFBD>
|
||||
Mesh类是对我们前面的教程里讨论的很多话题的的简洁的抽象在下面的教程里,我们会创建一个模型,它用作乘放多个网格物体的容器,真正的实现Assimp的加载接口。
|
@@ -18,7 +18,10 @@ pages:
|
||||
- Assimp: '03 Model Loading/01 Assimp.md'
|
||||
- 网格: '03 Model Loading/02 Mesh.md'
|
||||
- 模型: '03 Model Loading/03 Model.md'
|
||||
|
||||
- 高级OpenGL(Advanced OpenGL):
|
||||
- 深度测试: '04 Advanced OpenGL/01 Depth testing.md'
|
||||
- 高级光照(Advanced Lighting):
|
||||
- HDR: '05 Advanced Lighting/06 HDR.md'
|
||||
|
||||
site_name: LearnOpenGL-CN
|
||||
|
||||
|
Reference in New Issue
Block a user